Author Topic: my 100% Assembly game development  (Read 67233 times)

LordAdef

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Re: my 100% Assembly game development
« Reply #120 on: February 23, 2018, 11:01:25 AM »
Back to the transparent topic.

The suggestions given made me do a lot o research. For those interested I found this nice tuto. He gives two methods, I was using the first. the second is Marinus´ one, but he does it with a bitblt trick, to avoid the setPixels:

http://www.winprog.org/tutorial/transparency.html

I ended up using TransparentBitBlt in the current version. It´s working nicely and without much effort. the bonus is that it can stretch images too.


v818a:
=>1 Traced 2 bugs with OllyDbg, and 1 bug related to logic. Those could possibly make win10 work properly now (I hope)
ps: when killed, enemies stop flying for now (on purpose, to adjust the code)

Hope it works now




Siekmanski

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Re: my 100% Assembly game development
« Reply #121 on: February 23, 2018, 11:41:46 AM »
 8)
Creative coders use backward thinking techniques as a strategy.

HSE

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Re: my 100% Assembly game development
« Reply #122 on: February 23, 2018, 12:26:23 PM »
Perfect now!  :t

You can see later (here for example) that no setPixel is used to draw.
Equations in Assembly: SmplMath

jj2007

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Re: my 100% Assembly game development
« Reply #123 on: February 23, 2018, 05:16:02 PM »

LordAdef

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Re: my 100% Assembly game development
« Reply #124 on: February 26, 2018, 08:27:10 AM »
Perfect now!  :t

You can see later (here for example) that no setPixel is used to draw.

Hi HSE, thanks I´ll check that code. I followed this link but actually didn´t studied the code.

daydreamer

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Re: my 100% Assembly game development
« Reply #125 on: March 04, 2018, 11:29:31 PM »
it would be cool to make a martian game based on this:
https://en.wikipedia.org/wiki/Valles_Marineris
do you plan on make game Engine able to import bitmaps as maps, a low res version as tilemap,hires version as terrain texture?
 
my none asm creations
http://masm32.com/board/index.php?topic=6937.msg74303#msg74303
I am an Invoker
"An Invoker is a mage who specializes in the manipulation of raw and elemental energies."
Like SIMD coding

LordAdef

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Re: my 100% Assembly game development
« Reply #126 on: March 06, 2018, 02:21:15 PM »
it would be cool to make a martian game based on this:
https://en.wikipedia.org/wiki/Valles_Marineris
do you plan on make game Engine able to import bitmaps as maps, a low res version as tilemap,hires version as terrain texture?

Not in the current plan DayDreamer. It's not a tilemap engine.

The good news is I got professional guys (from India!) to work on the art for the game! A friend of mine is going to do sound Fx.

If I cannot find anyone, I will do the soundtrack myself, although I'd rather stay away from the music in this project.

Lonewolff

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Re: my 100% Assembly game development
« Reply #127 on: April 07, 2018, 05:23:33 PM »
Doing great, man!  8)

Getting pretty close to trying my hand at a simple game, once I am up to a decent level with ASM.

LordAdef

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Re: my 100% Assembly game development
« Reply #128 on: April 08, 2018, 11:43:46 AM »
Cheers LoneWolf!


As a quick update, my first post here after it's been moved to Game deve Forum:

This project is in full development!
I'm not posting anything new only because I'm changing too many things for this next build. Mostly code stuff related.

However, to tease things a bit, I'd like to show you guys the concept draft for the player's plane (the current art is solely for development):

« Last Edit: April 08, 2018, 02:06:14 PM by LordAdef »

Lonewolff

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Re: my 100% Assembly game development
« Reply #129 on: April 08, 2018, 12:36:14 PM »
Nice!   8)

LordAdef

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Re: my 100% Assembly game development
« Reply #130 on: April 11, 2018, 03:03:48 AM »
I've been setting my game loop timings with QueryPerformanceCount, frequency, sleep granularity with TimeBeginTime etc...


The good news is that without any serious optimization (and a lot can be gained), I'm currently achieving 4 milliseconds per frame on my machine (bitblting to a 1920/1080 window size). Since I'm targeting a game running at 60 FPS (about 17 msec), I've got lots of headroom! And no memory leaks.


Not that bad for a beginner, I guess... :icon_cool:

LordAdef

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Re: my 100% Assembly game development
« Reply #131 on: April 13, 2018, 10:20:56 PM »
Guys,

This is a test version. I'm doing a bunch of changes and it's quite broken as of now. Would you running it for me? It's broken, all I want is to see how it behaves on your machines.

The console is my debbuger, if you press (the top number 8, not the one in the numpad), it will output the relevante data for my test: frame rate, sleep time, and FPS.

I appreciate the help.

jj2007

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Re: my 100% Assembly game development
« Reply #132 on: April 13, 2018, 10:48:02 PM »
Stack overflow on Win7-64 :(
Code: [Select]
------------ Debugger started --------------

.code

Win Main
WM==Create **********************
------- Create DC start -----------------

** width: 76  height: 48
** width: 25  height: 48
** width: 72  height: 70
** width: 72  height: 70
** width: 21  height: 170
** width: 216  height: 50
** width: 1445  height: 38
** width: 21  height: 18
** width: 69  height: 52
** width: 18  height: 21
** width: 20  height: 45
** width: 30  height: 27
** width: 30  height: 44
** width: 86  height: 84
** width: 31  height: 21
** width: 51  height: 372
** width: 68  height: 66
** width: 21  height: 32
** width: 1920  height: 64
** width: 1920  height: 20
** width: 1099  height: 20
** width: 900  height: 64
** Creating image buffers
-----------createDC end-------------------

pLoadLevel in
Load level
ini checkpoints, and set cp game controls
------------------------------------
Reset level
IniAssets start
   iniEngine
 Number of Stamps: 8
 Number of Submarines: 27
 Number of Artillery: 129
 Number of Bad Guys: 44
 Number of Static: 111

UnrollBK in
UnrollBK on
CreateMiniMap
WM==Create end **********************
gameloop is ready

HSE

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Re: my 100% Assembly game development
« Reply #133 on: April 13, 2018, 11:03:14 PM »
A little crash:
Code: [Select]
CPU Disasm
Address   Hex dump          Command                                  Comments
76BB6995  |>  56            PUSH ESI                                 ; /Arg1 = 130
76BB6996  |.  E8 95050000   CALL 76BB6F30                            ; \USP10.76BB6F30      <-- CRASH
Another:
Code: [Select]
CPU Disasm
Address   Hex dump          Command                                  Comments
758EC602  /$  8BFF          MOV EDI,EDI                              ; HEXDATA kernel32.InterlockedExchange(pTarget,Value)
758EC604  |.  55            PUSH EBP                      <-- CRASH
758EC605  |.  8BEC          MOV EBP,ESP
758EC607  |.  5D            POP EBP
758EC608  \.- E9 0BFFFFFF   JMP 758EC518

And sometime not error, but not aeroplane!!

 LATER:
                 :biggrin:

<----------      AMD  Win7-32 
Equations in Assembly: SmplMath

LordAdef

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Re: my 100% Assembly game development
« Reply #134 on: April 13, 2018, 11:25:35 PM »
Which windows HSE?

I built it with Windows 10